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I doubt that is why it's crashing for you, though. Have you tried a different version to see if it's more stable? Do you use super large textures? Since you don't get an error message and say your model is only moderately large (whatever that means), there's nothing much to go on, I'm afraid. Maybe try it with painting only a part of the model at a time. Or, as stupid as it may sound, go more slowly to give Blender time to do its computations in the background.
i am using 8192 x 8192 textures because once im done painting in blender i plan on using that as a template and adding detail via GIMP
why is something like this not set to use GPU to do the culling and other projection calculations as it would do them all much faster
Yeah, that is my thought as well. I’d do it just for troubleshooting purposes at the very least.
If a normal size texture works then I think that would kind of imply that the 8192x8192 is too much for either Blender or your PC to handle.
and even with 8192 i can see the pixels up close
i dont know how people use 4k or 2k and not see the pixels
i UV wrapped my character and everything but when i try using lower resolutions its impossible to paint with because its so blocky
How much RAM do you have?
That sounds like maybe you have your UV islands scaled improperly or poorly to your texture. Like you are trying to sqeeze way too much detail into not enough texture space.
Texel density it’s called, I guess. If you take a UV island and scale it to a really small size on your texture the texel density would be lower. Scale it up and the density will get higher - more pixels per square unit.
For testing purposes, you should try painting onto a lower, normal resolution texture and see if Blender still crashes. If it doesn't, then it seems obvious that Blender or your PC cannot handle the resolution of the textures you are trying to paint on.
i have my specs on my profile lol
my GPU is a GTX 1080 ti and blender should use that for texture projection and culling instead of my CPU
if GPU can be an option for rendering then it should be an option for everything else from simulations to texture painting and other such things
i use the "mark seam" bits but some times even when i have every part marked properly i get some weird jumbling of polys
Like in these screenshots, think of the uv checkerboard squares as pixels.
https://steamcommunity.com/sharedfiles/filedetails/?id=1721639901
https://steamcommunity.com/sharedfiles/filedetails/?id=1721640512
If you compare those two, you can see how shrinking down the uv island makes the uv checkerboard squares get bigger. That would be what happens with the pixels of a normal texture. The smaller you shrink the uv islands the more pixelated that particular piece of the mesh will appear.
So if you have a mesh with a lot of stuff on it and you have to shrink down a bunch of pieces like this to make everything fit:
https://steamcommunity.com/sharedfiles/filedetails/?id=1721640791
That could explain why you figure 2048x2048 isn't enough resolution. If that is what is happening with your mesh and textures, you might want to consider breaking some stuff apart into different objects and giving them their own textures. And maybe your uv unwrap can be optimized more. Symmetrical objects can be mirrored on the UV map, for example, which might allow scaling that particular piece up, or making other details bigger.
I'm fairly certain that these other processes can't use the GPU (as of now) because that capability is not coded into the software. Developers would probably have to change things under the hood to allow that to be possible - if the GPU could be used in that way.
You are assuming the kind of calculations that are required for those other processes would be better done by the GPU - maybe that is not the case though. Maybe that is why it isn't done with the GPU.
At any rate, you'll have to work within the limitations of the software.
i am sure that its because GPUs were not the priority in blenders source code for the longest time
i remember back when GPU rendering was still kinda new for blender but when they allowed it to render it was alot faster
i am glad for the ability to UV map but yea i wish it was done better on my end but i guess for that i would have needed to have some understanding
i dont know how to make it do this "Symmetrical objects can be mirrored on the UV map, "
i have 32gb DDR4 RAM @ 2933MHZ